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All posts for the month March, 2013

The first known human civilization on the face of Golarion is thought to be that of ancient Azlant. Raised from barbarism by the alien aboleth in prehistoric times, the Azlanti eventually developed a level of technology, magic, and civilization the likes of which have not been seen since. But this advancement caused the Azlanti people to become arrogant and proud, and they no longer felt they needed to obey and respect their inhuman benefactors. This angered the aboleth, and in retribution they used their ancient magics to call down countless asteroids, most infamously the Starstone, from the heavens and destroyed the Azlanti empire.[4]

Consequences of Earthfall

The destruction of the human empires of Azlant and Thassilon are the best-known, but by no means the only effects of Earthfall. Many other major events occurred due to this cataclysmic event.

Formation of the Inner Sea

Before the impact of the Starstone, the continents of Avistan and Garund were connected by a landbridge found where the Arch of Aroden is located today. That landbridge collapsed because the tremendous earthquakes brought on by Earthfall, and allowed water from the Arcadian Ocean to flow eastward through the gap and form the Inner Sea.[5]

Flight of the Elves

Having been forewarned of the coming disaster by their agents in the settlement of Mordant Spire, most of the elves of Golarion fled through a magical portal to the mysterious realm of Sovyrian; they would not return for several millennia.[1][6] Some elves refused to leave, however, deciding to take shelter in the Darklands below the surface. Although this saved them from the worst destruction of the impact itself, these elves found other dangers lurking in the dark tunnels below. Forced into making contracts with demonic forces to survive the hostile environment, they eventually were transformed into the evil drow.[7]

Destruction of the Aboleth Empire

Even though they had brought about the event, Earthfall had unintended consequences for the aboleth which they hadn’t foreseen. They miscalculated the level of devastation the impact would cause, and the mighty earthquakes which followed sent their own civilization into decline as well.[4]

Earthquakes in the Darklands

Earthfall also had an effect on the Darklands below the surface of Golarion. The dwarves of that time were still a subterranean race, living in the realm of Nar-Voth, in constant conflict with the neighboring orcs. The earthquakes caused by the Starstone’s impact were seen as a sign by the dwarves who began their Quest for Sky, unwittingly driving the orcs before them to the surface.[8]

Doom of the Cyclopes

The destruction of Earthfall also caused the doom of two cyclops empires, one in Garund and the other in northwestern Casmaron.[9]

Coming of the Star Seed

Among the detritus plucked out of space was a comet containing the remnant of the trapped Great Old One, Xhamen-Dor, unwittingly brought to Golarion by the aboleths’ ritual. The sentient infestation came to rest in an unknown location, at the bottom of a lake somewhere on Golarion’s surface. Xhamen-Dor awakened after impact and has slowly infected the world in the millennia since.[10]

So the adventure continues

Its time to get into the fortress , they see a Taiga giant , a very rare creature

While casting a spell it goes terribly wrong for Durgen , he summons anblack pudding which chases them, they have a an entrance into tunnel below , they are attacked by a group of wyverns , but the characters now know they are expected by mokmurian,, as the final wyvern flees , an old friend appear , its longtooth the dragon , Bris fought!!!

Shallulu appears from another cave and shoots the last wyvern , as she climbs down a huge spiders leg appears from the cave entrance

What does a character believe? How does this belief influence a character’s actions, especially as an adventurer?

A character’s motivating beliefs are hisfides2 (pronounced fee-days). Using fides during game play adds to the social contract between the players (including the DM). The player defines his character’sfides before the game begins. The DM implements opportunities for fidesto be challenged during the game. A character can earn one Action Point per game session perfides. The only requirement is that the character is played in such a way that he acts based on hisfides. Note that there are no requirements that fides strictly dictate the way a character acts. People act contrary to their beliefs all the time. The sole requirement is that the character be role-played with reference to his

fides.

Let’s look at an example:

Jeremiah Dawes believes that no insult should be left unanswered. He undertakes a diplomatic mission to a group of Wampanoag Halflings who are blocking passage along an important river. During dinner with the chief, a warrior insults Dawes’s motives. How does Dawes react to the challenge to hisfides? Does he…

…swallow his pride and bottle his anger so as to not endanger the mission?

Any of these reactions is an appropriate response to thefides challenge. Undoubtedly other possible

responses exist. In each instance, Dawes reacts based on hisfides and an Action Point is earned.

A player can define as few or as manyfides as he and the DM can agree upon. Of course the DM shouldn’t be expected to work challenges for all of every character’sfides each game session; however, it is reasonable that each character be given at least onefides challenge per game session.

As a character develops, his fides may change.

The player can add new ones, get rid of old ones, or change existing ones. This works especially well whenfides change due to the fides change due to the character’s experiences during the game.

Naturae – I would like 2-3 picked

Fides aren’t the only things that shape personality. They might not even be the most important or revealing. A

character may also have one or morenaturae (pronounced nat-oor-eye), or instincts. Naturae represent those things a character does without much conscious thought in response to a particular situation. Likefides, the player writes his character’s naturae prior to the game’s start. The player creates as manynaturae as he and the DM can agreeably

define. Naturae are different fromfides in three ways.

First, the DM doesn’t need to specifically tailor scenarios to regularly include an opportunity fornaturae to come into play. Also unlike fides, a character can earn an Action Point each time hisnaturae come into

play, but no more than once per scene3. Finally, a character earns an Action Point only for acting the way hisnaturae says he acts.

This reflects the crucial distinction betweenfides and naturae. Fides result from reflection and conscious decision.Naturae are reactions, more or less automatic responses that the character has less control over. Of course, this doesn’t mean thatnaturae dictate action. A character may act contrary to his

naturae. He just doesn’t earn an Action Point for doing so.

Let’s look at an example: Jeremiah Dawes doesn’t lie. He is instinctively truthful. While traveling through the woods near

Jamestown, he and his companions stumble across a dwarven slave escaped from a nearby

plantation. They agree to help the slave get out of Gloucester Territory to where the dwarf has a

chance of remaining free. Along the way north, the party encounters a gang of slave hunters. The

lead slaver hunter asks, “Have you seen any escaped slaves?” What does Dawes do? Does he…

…admit they have seen an escaped slave?

…keep his mouth shut and let someone else do the talking?

…lie to the slave hunters?

Any of these options are acceptable, but only the first one earns the character an Action Point.

A character’s naturae may also evolve over time. He may develop new ones, change old ones, and even lose specificnaturae entirely. As always, these changes work best if they occur in response to the character’s experiences during game play.

Metae- I would like 1 picked dont tell other players your metae just text me or email me

At the start of each adventure (not game session), a player may define onemeta (plural metae, pronounced may-tuh or may-tie if plural) for his character.Metae are goals, but they must be something different than the adventure’s main objective.

Even more so than fides andnaturae, it is imperative that the DM be involved in defining metae since it is the DM’s responsibility to make sure each character’s metae are included in the adventure. For this reason,metae must be defined prior to the start of an adventure. After the first adventure, it is best to definemetae at the end of the current adventure so that they are ready by the next adventure’s beginning.

When the opportunity to achieve ameta arises, the character earns an Action Point as long as he reacts accordingly. Success is not a criterion for earning ameta-related Action Point. The only thing that counts is effort.

Let’s look at an example:

Jeremiah Dawes wants to become a member of a Wompanoag Halfling tribe sorcerer lodge. He needs

to earn the approval of a sorcerer lodge elder and pass the initiation test. After the successful

completion of the diplomatic mission to the negotiate free travel on an important river, Dawes gets his

opportunity.

Succeed or fail, Dawes earns an Action Point for seizing the opportunity to achieve hismeta.

It is entirely appropriate for a character’smeta to change each adventure, especially if the character

achieved his meta when he had the chance.

Summary of Role-playing Action Points

A player can earn one Action Point for:

1. Role-playing with reference to hisfides, earning one Action Point per fides per game session.

2. Role-playing according to hisnaturae, earning one Action Point per natura per scene.

3. Attempting to accomplish his meta, earning one Action Point per adventure.

Action Points

You’ve read about how Action Points can be earned during game play through a character’sfides, naturae, and metae, but what exactly is an Action Point and what do they do? Also, since I’ve used Latinfor other terms, why not here as well?4An Action Point is a resource that can be spent to affect the game in a variety of ways. There are three

effect categories: Character Effects, Combat Effects, and Die Roll Effects. Different uses of Action Points have different rules, but one rule always applies:

You cannot spend more than one Action Point per round per effect category.

At the start of each adventure (not each game session), a character gets one Action Point. He gains more Action Points during game play depending on his isfides, naturae, and metae. A character cannot have more than six Action Points at any given time.

Action Points Quick Reference Page

Character Effects

Activate Class Ability Gain a free use of an ability that has a limited number of uses per day.

Emulate Feat Gain the benefit of a feat until the beginning of your next turn.

With magic gone “WILD” , theres no way of knowing what will happen when a spell is cast

Finally they make their way to the storval stairs

They beat a bunch of giants and then make their final journey to the valley

The mountains give way here to a wide valley perched on the upper edge of a cliff overlooking the Muschkal River. At the western edge of the valley entrance, a lone watchtower stands upon a low hill, but this structure is overshadowed by the larger one that looms in the valley proper. Here stands a ring-shaped stone wall, fifty feet in height and surrounding several buildings, the most impressive of which is a looming black tower with bladelike crenellations that overlooks the river gorge. Within the ring, a one-hundred-fifty-foottall stone spire rises, surrounded by three low buildings. Apart from the black tower, five smaller towers are built into the fortress wall-one of these towers is wider than the others and seems to be the only gateway into the courtyard within.

In the main temple they meet with Nymira Agnar head priestess of this temple , she is a drow and reveals herself to you .

She tells of the perils in the under dark , and finally the story is out , the gods are once again loosing power , her god lamashtu , is loosing power, the ancient fungus that spreads throughout the under dark was a substance off these strange demons .

“We have watched youre people for centurys and the magic grow weak in Golarion , the fey are dying out , men are becoming more prominent , money is fast becoming the new power . A merchant can now be as powerfull as a king , technology moves on and through travel the world is smaller. Gnomes are now creating steam powered modes of travel, in the cities guns are as common as swords”

“As evil as we are , we are only trying to make a home on the surface , we have been hidden amonst you for many centuries . We did not realise the fungus would spread but our alchemists are working to destroy this mould .” She says

The magic of the new gods are getting weaker but the ancient gods are getting stronger , and alas this will never change from now on . If you don’t believe me, contact youre own god !

She vows to stop using the gold and has no idea why Rizzen Ironbriar is involved .

The Drow release Cage and he tell the team to continue on . The magic is dying , travel magic is at its worse , they move on by horse and and get closer to their target of jorgenfist. they are currently engaged with 4 ogres who are tasked with meeting 3 stone giants …………….